diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt b/Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt new file mode 100644 index 00000000..1df9538f --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt @@ -0,0 +1,148 @@ +npc_prowler +{ + HullType "HULL_PROWLER" + useSequenceBounds 1 + orientToGround 1 + AIClass prowler + TraverseAnimType prowler + BodyType human + ArmorType normal + collideWithPlayer 1 + + title #NPC_PROWLER + ui_targetinfo "ui/targetinfo_npc_basic" [$mp] + ui_targetinfo "" [$sp] + + BaseClass "npc_prowler" + + footstep_type "prowler" + quadruped 1 + + DefaultModelName "models/creatures/prowler/r2_prowler.mdl" + DefaultWeapon "" + BehaviorSelector "behavior_prowler" + + GibModel0 "models/gibs/human_gibs.mdl" + + melee_charge_set prowler + + Health 280 + + painOnHeavyDamageThreshold 50 + PainOnRepeatDamageThreshold 210 + heavyPainMinInterval 4 + PainOnSurpriseHit 0 + PainWhileRunning 1 + + FOV_Vert_Offset 0 + FOV_Near_Dist 150 // distance at which we transition between near and far FOV values + FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical + + FOV_Idle_Near_Horz 160 + FOV_Idle_Near_Vert 160 + FOV_Idle_Far_Horz 120 + FOV_Idle_Far_Vert 120 + + FOV_Alert_Near_Horz 160 + FOV_Alert_Near_Vert 160 + FOV_Alert_Far_Horz 150 + FOV_Alert_Far_Vert 120 + + FOV_Combat_Near_Horz 160 + FOV_Combat_Near_Vert 160 + FOV_Combat_Far_Horz 150 + FOV_Combat_Far_Vert 120 + + faceEnemyToleranceAngle 45 + faceEnemyStrictToleranceAngle 45 + MoveYawSpeed 15 + AimAngularSpeed 20 + allowTurn45Anims 0 + + aimassist_adspull_centerAttachmentName "aimassist_center" + aimassist_adspull_centerRadius 18.0 + aimassist_adspull_headshotAttachmentName "HEADSHOT" + aimassist_adspull_headshotRadius 13.0 + + MeleeDamageMin 60 [$mp] + MeleeDamageMax 80 [$mp] + MeleeDamageMinHeavyArmor 60 [$mp] + MeleeDamageMaxHeavyArmor 80 [$mp] + MeleeDamageRadius 60 [$mp] + MeleeRange 80 [$mp] + MeleeInterval 1.5 [$mp] + MeleeMaxCombo 2 [$mp] + MeleeChargeDamageMin 100 [$mp] + MeleeChargeDamageMax 100 [$mp] + MeleeChargeDamageMinHeavyArmor 100 [$mp] + MeleeChargeDamageMaxHeavyArmor 100 [$mp] + MeleeChargeDamageRadius 60 [$mp] + MeleeChargeRange 240 [$mp] + meleeChargeInterval 3 [$mp] + + MeleeDamageMin 15 [$sp] + MeleeDamageMax 20 [$sp] + MeleeDamageMinHeavyArmor 150 [$sp] + MeleeDamageMaxHeavyArmor 150 [$sp] + MeleeDamageRadius 60 [$sp] + MeleeRange 80 [$sp] + MeleeInterval 1.5 [$sp] + MeleeMaxCombo 2 [$sp] + MeleeChargeDamageMin 25 [$sp] + MeleeChargeDamageMax 25 [$sp] + MeleeChargeDamageMinHeavyArmor 300 [$sp] + MeleeChargeDamageMaxHeavyArmor 300 [$sp] + MeleeChargeDamageRadius 60 [$sp] + MeleeChargeRange 240 [$sp] + meleeChargeInterval 3 [$sp] + + MeleeCosAngleRange 0.707 // Matches faceEnemyStrictToleranceAngle + MeleeEnemyArmorType any + MeleeChargeEnemyArmorType any + + meleeHighOffset 70 + + meleeImpactEffectTable "melee_prowler" + syncedMeleeEngageDist 40 + meleeable 1 + + canBeAlertedByEnemiesOutsideOfMaxDist 0 + returnToIdleTime 15 + maxEnemyDist 950 + maxEnemyDistHeavyArmor 1200 + aiEnemy_usePriorityDist 0 + + pathMaxDetourBase 1000 + pathMaxDetourMultiplier 2.0 + minGoalRadius 256 + + MinStartMoveDist 100 + MaxArrivalDist 230 + MinForceWalkDist 0 + circleStrafeDist 420 + enemyAimAtMeWidth 100 + + chaseStopDist 100 + chaseStopDistHeavyArmor 200 + chaseStopVerticalDist 300 + chaseTryRunningDodgeWhenAimedAtMinDist 300 // This should be greater than MeleeChargeRange so that he prioritizes leap attacking over dodging + + dodgePeriod 4 // Don't dodge more than maxDodgePerPeriod within this time + maxDodgePerPeriod 2 // Don't dodge more than this many times in dodgePeriod + + traverseCostFactor 0.5 + + showFriendlyIcon 1 + + allowFlee 1 + allowSignals 1 + allowPatrol 1 + allowInvestigate 0 // no investigate + + patrolRangeMin 600 + patrolRangeMax 800 + + moveDeflectionLookAheadTime 0.5 + reactChanceDefault 100 + reactBulletChanceDefault 90 +} |